#version 460 core
out vec4 FragColor;
//uniform vec4 ourColor; // 在OpenGL程序代码中设定这个变量

in vec2 TexCoord;

layout (binding = 0) uniform sampler2D ourTexture1;
layout (binding = 1) uniform sampler2D ourTexture2;
uniform float mBlendValue;

void main()
{
    //FragColor = mix(texture(ourTexture1, vec2(TexCoord.x , TexCoord.y )), texture(ourTexture2, vec2(1-TexCoord.x, TexCoord.y)), mBlendValue);
    FragColor = mix(texture(ourTexture1, vec2(TexCoord.x , TexCoord.y )), texture(ourTexture2, vec2(TexCoord.x, TexCoord.y)), mBlendValue);
}